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author | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
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committer | Maxime Curioni <maxime.curioni@gmail.com> | 2008-05-08 23:16:40 +0400 |
commit | 64e4a3ec9aed6c8abe095e2cd1fe1552f7cde51c (patch) | |
tree | 6c77358bd447b6c2d215324ef48fc12d1f5ae5ca /source/blender/freestyle/intern/stroke/StrokeShader.h | |
parent | cf2e1e2857cfc5b3c2848c7fc6c9d919ac72fabb (diff) | |
parent | 106974a9d2d5caa5188322507980e3d57d2e3517 (diff) |
soc-2008-mxcurioni: merged changes to revision 14747, cosmetic changes for source/blender/freestyle
Diffstat (limited to 'source/blender/freestyle/intern/stroke/StrokeShader.h')
-rwxr-xr-x | source/blender/freestyle/intern/stroke/StrokeShader.h | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/stroke/StrokeShader.h b/source/blender/freestyle/intern/stroke/StrokeShader.h new file mode 100755 index 00000000000..fa1289f6e0f --- /dev/null +++ b/source/blender/freestyle/intern/stroke/StrokeShader.h @@ -0,0 +1,119 @@ +// +// Filename : StrokeShader.h +// Author(s) : Stephane Grabli, Emmanuel Turquin +// Purpose : Class defining StrokeShader +// Date of creation : 01/07/2003 +// +/////////////////////////////////////////////////////////////////////////////// + + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#ifndef SHADERS_H +# define SHADERS_H + +# include <iostream> +# include <vector> + +// +// StrokeShader base class +// +////////////////////////////////////////////////////// + +class Stroke; +/*! Base class for Stroke Shaders. + * Any Stroke Shader must inherit from + * this class and overload the shade() method. + * A StrokeShader is designed to modify any + * Stroke's attribute such as Thickness, Color, + * Geometry, Texture, Blending mode... + * The basic way to achieve this operation consists + * in iterating over the StrokeVertices of the Stroke + * and to modify each one's StrokeAttribute. + * Here is a python code example of such an iteration: + * \code + * it = ioStroke.strokeVerticesBegin() + * while it.isEnd() == 0: + * att = it.getObject().attribute() + * ## perform here any attribute modification + * it.increment() + * \endcode + * Here is a C++ code example of such an iteration: + * \code + * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd(); + * v!=vend; + * ++v){ + * StrokeAttribute& att = v->attribute(); + * // perform any attribute modification here... + * } + * \endcode + */ +class LIB_STROKE_EXPORT StrokeShader +{ +public: + /*! Default constructor. */ + StrokeShader() {} + /*! Destructor. */ + virtual ~StrokeShader() {} + /*! Returns the string corresponding to the + * shader's name. + */ + virtual string getName() const { + return "StrokeShader"; + } + /*! The shading method. This method must + * be overloaded by inherited classes. + * The shading method is designed to modify any + * Stroke's attribute such as Thickness, Color, + * Geometry, Texture, Blending mode... + * The basic way to achieve this operation consists + * in iterating over the StrokeVertices of the Stroke + * and to modify each one's StrokeAttribute. + * Here is a python code example of such an iteration: + * \code + * it = ioStroke.strokeVerticesBegin() + * while it.isEnd() == 0: + * att = it.getObject().attribute() + * ## perform here any attribute modification + * it.increment() + * \endcode + * Here is a C++ code example of such an iteration: + * \code + * for(StrokeInternal::StrokeVertexIterator v=ioStroke.strokeVerticesBegin(), vend=ioStroke.strokeVerticesEnd(); + * v!=vend; + * ++v){ + * StrokeAttribute& att = v->attribute(); + * // perform any attribute modification here... + * } + * \endcode + * \param ioStroke + * The stroke we wish to shade. this Stroke + * is modified by the Shader (which typically + * modifies the Stroke's attribute's values such + * as Color, Thickness, Geometry...) + */ + virtual void shade(Stroke& ioStroke) const { + cerr << "Warning: method shade() not implemented" << endl; + } + +}; + +# endif // SHADERS_H |